It does work with hair curves, I don’t really know how would you use it.
That’s pretty specific. For some of those (hip, hip and valley…) you may try using the curve median axis node.
Well, my basic thinking was to have a few empties along a lock or region of hair, that after simulation could then be used to animate/apply little tweaks to fix where the hair cuts into the mesh or flys out too far, etc.
But I very much suspect there are likely a number of issues that would prevent such a ‘rig’ setup from actually working.
I actually come up with an idea to make realise instance work better. If you first check if an instance has an odd number of scales than you have to flip these objects afterwards. That’s easy with script, wonder if its possible with geometry nodes?
Would a tries to quad node be possible?
Like select all faces with tree corners (easy)
Than take ever X/3 vertex that is not connected to no other face. (no idea how)
Than delete these.
Hi. Is there any node that makes curves that work for intersections (roads)? I am trying to create roads made of stripes that allow me to create Y or X junctions.
Thank you
Hey I am not sure what instances scale are you referring to, if you can give an example.
Hey I don’t really have a specific node for that, I only have a curve intersection node - https://higgsas-geo-nodes-manual.readthedocs.io/en/latest/curves.html#curve-intersection
I am not sure for the taking every X/3 vertex.
Here is attempt replicate tris to quad editor:
It gives pretty similar results to compare to the mesh editor.
Also another annoying part that you can’t dissolve the edges in geo nodes, so I have to instances new faces instead and merge the vertices.
tris to qauds.blend (2.7 MB)
Hey Higgsas,
Can you please provide an example on how to use the new node Circles Arc Tangent?
Hey, Circles Arc Tangent its math node that will calculates values for creating circle/arc that are tangent to two circles
And the Curve Circles Arc Tangent will create arcs and circles are all connected
Got it - thanks for the help.
When I follow your instruction to add your nodes to my assets they all gets placed in the Unassigned catalog and not nicely sorted as in your screenshots, how do I fix this?
Hey, it might be that blender_assets.cats text file is missing or was overwritten, check if blender_assets.cats are inside the same folder as Blender 4.3 Higgsas Geo Node Groups v10.blend file.
It was missing yes! But also I had it in a folder within my general asset folder and that seemed to not really work together. Instead I just put it outside that asset folder and now it’s working as intended. Thanks!
Is it possible to “3Dise” the circle outer/inner node?
I want to wrap a spiral around pairs of rings, and thought this might be a way to do it. It’d be nice to keep it procedural, so that if the rings change shape or position it updates the binding. Maybe there is a better approach?
I think it would be too hard to adapt circle tangent node for this case and I don’t think results would look natural.
I would suggest to run a shrinking simulation in geo nodes.
By creating spiral around all the rigs:
And then shrinking them until points collide with the rings:
4.3 Blend file:
wrap sim.blend (347.0 KB)
Awesome! Thanks!
Sorry to reply so late, was busy. I tested your tris-to-quad node, it works well, but it do not care about angles. So you loose edges even on 90° angles. Maybe it could have an input similar to decimate modifier, set to 5° by default ?










